![]() IRRC, necro has additional perk that allows him to keep T4 undead (vampires) in his army. undead summons are powerful but mana- costly (both in raising and upkeep) - do your provinces have a high enough mana income ?. On a shard, there never is any fixed turn limit.Ĥ.) Depends on many factors: difficulty level, unlocked mage schools, mana income of specific shard you are playing. In astral you accumulate "astral income" per turn that allows you to pick bonus items/creatures for your next shard. You misunderstood - turn limit refers to "astral" turns, the amount of time you can hit "end turn" in astral. Skill names and descriptions, spells and units - for both base game Genesis and mod New Horizons: Open in Chrome, translate to english More creatures, alliance races, sites, spells. The one I could find was 3 Thau 3 Spellpower 3 Wisdom and 1 summon then on lvl10 spec into Enchanter. What wizard builds seem to be working for you during the campaign? Some detailed information would be much appreciated. That being said, would playing a wizard still be a viable option given the very limited time available to lvl up? What's an average hero lvl could be achieved on different shards during these 90 turns?Ĥ. According to the information I was able to gather, campaign shards have a maximum turn of 90 if played on beginner. Any comment on how good are they? Just hit lvl20 and got the class ability to replenish 8 HP after every unit I killed, which seems decent enough.ģ. ![]() Anyhow, I've started the tutorial again and have been playing with a warrior specced into a dark knight. I read somewhere that mages are only become viable later in the game when one can have access to better spells from the beginning. Finished the first tutorial with a summoner heavy mage then went onto my first shard and got my butt handed to me rather quick (again, playing a wizard with 3 Thauma 3 Spellpower 3 Wisdom and 1 Summon). Is there a collection of data/wiki where I could look up essential information regarding hero class development, skill names and descriptions, spells and units?Ģ. After browsing through different forums and having a better understanding about the game there are still a few areas i could use some help.ġ. Patch notes in English based on Google translateĪdded minor spirits of earth, fire and water.Picked up the game about 2 days ago and have been enjoy playing it so far. The T4 slot is now available to the Mage / Archmage, but only for the undead (with the maximum pumping of Necromancy). Spells of summoning creatures and raising undead can now have a power modifier other than 100. If it is higher, a higher level creature is summoned / raised than the corresponding skill allows, if lower, then a lower one.Īdded spells that summon lesser spirits of earth, fire and water. The Commander's starting troops already have some experience. The number and composition of the starting warriors for all classes of heroes can vary. The Wizard's starting spell pool has been expanded and tied more strongly to the hero's starting skill. ![]() When recruiting a warrior, he can receive warriors or items that are more suitable for his characteristics. Rebellions of demons in the squad of heroes can now be turned off (option "Daemonic Rebells", set the value to "0"). ![]() When attacking an enemy province, if the guards retreat - by choosing the "Let them go" option, the hero's squad will receive a quarter of the experience relying on its destruction.Įvery 85 turns, you can build one more building in the province, and hire one more province guard. Troops received a new ability "Gnoll Power" - when any gnoll with this ability dies, one of the remaining on the battlefield "absorbs" its power, increasing the indicator of its similar ability. ![]() Each level of this ability increases the attack of the warrior himself, as well as the level of the demon remaining after his death by 1. From the tenth level, he can get "Vitality +20". The captured soul has decreased protection (20-> 14), protection from a shot (40-> 28) and resistance (5-> 4). The ability to use "Magic Spark" on a random nearby enemy warrior has been added to the Magic Crystal.įor the Incarnation of Water, the following parameters have been adjusted: health (20-> 28), firing power (7-> 9), firing range (4-> 5), ammunition supply (5-> 6) and level improvements. Ĭultists (spawn of Chaos and demonologists) no longer experience a decrease in morale from the presence of demons in the squad. Ratmen are no longer susceptible to wound decay. The Shape Changer can now transform into a Hippogryph - a flying beast when choosing the Path of Dexterity. The parameters and leveled upgrades of the Shape Changer, Gruns and Hippogryph have been adjusted.īouquet slightly adjusted the parameters. ![]()
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